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Implement shader caching
* Shader compilation is now cached. Subsequent loads take less than a millisecond. * Improved game, editor and project manager startup time. * Editor uses .godot/shader_cache to store shaders. * Game uses user://shader_cache * Project manager uses $config_dir/shader_cache * Options to tweak shader caching in project settings. * Editor path configuration moved from EditorSettings to new class, EditorPaths, so it can be available early on (before shaders are compiled). * Reworked ShaderCompilerRD to ensure deterministic shader code creation (else shader may change and cache will be invalidated). * Added shader compression with SMOLV: https://github.com/aras-p/smol-v
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@@ -118,6 +118,6 @@ public:
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static RendererCompositorRD *singleton;
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RendererCompositorRD();
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~RendererCompositorRD() {}
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~RendererCompositorRD();
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};
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#endif // RASTERIZER_RD_H
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